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- General Rules
- Rolls are done by 3 people rolling 1d20, with the best roll taken. Critical fails override all rolls except for critical successes. Your character is defined by three mechanics, attributes, skills, and feats.
- Attributes modify skills and basic rolls (breaking down a door would be a Strength check, for example). You gain 1 attribute point on level up, and can slowly train them in your spare time. Every 5 points you put into an attribute, you get a related feat for free.
- Skills modify more specific rolls. You gain 5 skill points on level up and can train them in your spare time. The skills listed below are not the only skills – if you want to put skill points into something like medicine or blacksmithing, feel free.
- Feats offer various bonuses. You gain a feat every even level, whenever you put 5 points into an attribute, or performing great deeds. Special clothing/artifacts can give you temporary feats.
- Skill Descriptions
- Melee (Strength) – Proficiency with melee weaponry
- Forging (Strength) – Basic blacksmithing
- Ranged (Dexterity) – Proficiency with ranged/thrown weaponry
- Driving (Dexterity) – Driving any land vehicle (water vehicles take -2 penalty, air vehicles require additional training)
- Unarmed (Toughness) – Proficiency with unarmed fighting/weaponry
- Concentration (Toughness) – Resist pain/psychic attacks
- Lore (Wits) – Magical knowledge beyond a standard Knight education
- Knight’s Nose (Wits) – Your ability to smell magic
- Persuade (Charm) – Convince someone
- Intimidate (Charm) – Scare someone
- James Hart (Level 3 Human Knight)
- Strength: 2
- Dexterity: 3
- Toughness: 5
- Wits: 3
- Charm: 2
- Melee (S): 2
- Forging (S): 2
- Ranged (D): 6
- Driving (D): 3
- Unarmed (T): 5
- Concentration (T): 5
- Lore (W): 5
- Knight’s Nose (W): 8
- Persuade (C): 2
- Intimidate (C): 2
- Bloodhound (I) - Knight's Nose range increased to 20 ft.
- Stand Strong – When resisting a charging enemy, crit range increased to 18-20
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